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https://github.com/KartKrewDev/RingRacers.git
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Merge branch 'gamestatereloaded' into 'master'
Gamestate reloaded See merge request KartKrew/Kart!551
This commit is contained in:
commit
87fe8f2c9c
4 changed files with 33 additions and 28 deletions
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@ -1291,6 +1291,8 @@ static void CL_LoadReceivedSavegame(boolean reloading)
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// load a base level
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// load a base level
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if (P_LoadNetGame(reloading))
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if (P_LoadNetGame(reloading))
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{
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if (!reloading)
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{
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{
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CON_LogMessage(va(M_GetText("Map is now \"%s"), G_BuildMapName(gamemap)));
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CON_LogMessage(va(M_GetText("Map is now \"%s"), G_BuildMapName(gamemap)));
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@ -1307,6 +1309,7 @@ static void CL_LoadReceivedSavegame(boolean reloading)
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CON_LogMessage("\"\n");
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CON_LogMessage("\"\n");
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}
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}
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}
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else
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else
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{
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{
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CONS_Alert(CONS_ERROR, M_GetText("Can't load the level!\n"));
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CONS_Alert(CONS_ERROR, M_GetText("Can't load the level!\n"));
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@ -589,7 +589,7 @@ static void loading_status(void)
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sprintf(s, "%d%%", (++ls_percent)<<1);
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sprintf(s, "%d%%", (++ls_percent)<<1);
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x = BASEVIDWIDTH/2;
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x = BASEVIDWIDTH/2;
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y = BASEVIDHEIGHT/2;
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y = BASEVIDHEIGHT/2;
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Black background to match fade in effect
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol); // Black background to match fade in effect
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//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
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//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
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M_DrawTextBox(x-58, y-8, 13, 1);
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M_DrawTextBox(x-58, y-8, 13, 1);
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V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
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V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
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@ -4496,6 +4496,7 @@ static inline boolean P_NetUnArchiveMisc(boolean reloading)
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// tell the sound code to reset the music since we're skipping what
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// tell the sound code to reset the music since we're skipping what
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// normally sets this flag
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// normally sets this flag
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if (!reloading)
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mapmusflags |= MUSIC_RELOADRESET;
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mapmusflags |= MUSIC_RELOADRESET;
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G_SetGamestate(READINT16(save_p));
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G_SetGamestate(READINT16(save_p));
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@ -3943,9 +3943,12 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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// will be set by player think.
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// will be set by player think.
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players[consoleplayer].viewz = 1;
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players[consoleplayer].viewz = 1;
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// Cancel all d_main.c fadeouts (keep fade in though).
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if (reloadinggamestate)
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wipegamestate = gamestate; // Don't fade if reloading the gamestate
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// Encore mode fade to pink to white
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// Encore mode fade to pink to white
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// This is handled BEFORE sounds are stopped.
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// This is handled BEFORE sounds are stopped.
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if (encoremode && !prevencoremode && !demo.rewinding)
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else if (encoremode && !prevencoremode && !demo.rewinding)
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{
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{
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if (rendermode != render_none)
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if (rendermode != render_none)
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{
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{
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@ -4007,10 +4010,6 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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}
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}
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}
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}
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// Cancel all d_main.c fadeouts (keep fade in though).
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if (reloadinggamestate)
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wipegamestate = gamestate; // Don't fade if reloading the gamestate
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// Special stage & record attack retry fade to white
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// Special stage & record attack retry fade to white
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// This is handled BEFORE sounds are stopped.
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// This is handled BEFORE sounds are stopped.
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if (G_GetModeAttackRetryFlag())
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if (G_GetModeAttackRetryFlag())
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@ -4030,14 +4029,15 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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}
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}
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*/
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*/
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// Let's fade to white here
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// But only if we didn't do the encore startup wipe
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if (!demo.rewinding)
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{
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// Make sure all sounds are stopped before Z_FreeTags.
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// Make sure all sounds are stopped before Z_FreeTags.
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S_StopSounds();
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S_StopSounds();
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S_ClearSfx();
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S_ClearSfx();
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// Let's fade to white here
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// But only if we didn't do the encore startup wipe
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if (!demo.rewinding && !reloadinggamestate)
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{
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// Fade out music here. Deduct 2 tics so the fade volume actually reaches 0.
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// Fade out music here. Deduct 2 tics so the fade volume actually reaches 0.
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// But don't halt the music! S_Start will take care of that. This dodges a MIDI crash bug.
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// But don't halt the music! S_Start will take care of that. This dodges a MIDI crash bug.
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if (!(reloadinggamestate || titlemapinaction))
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if (!(reloadinggamestate || titlemapinaction))
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@ -4204,9 +4204,8 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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{
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{
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P_InitCamera();
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P_InitCamera();
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memset(localaiming, 0, sizeof(localaiming));
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memset(localaiming, 0, sizeof(localaiming));
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}
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K_InitDirector();
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K_InitDirector();
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}
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wantedcalcdelay = wantedfrequency*2;
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wantedcalcdelay = wantedfrequency*2;
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indirectitemcooldown = 0;
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indirectitemcooldown = 0;
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@ -4226,7 +4225,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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P_MapEnd();
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P_MapEnd();
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// Remove the loading shit from the screen
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// Remove the loading shit from the screen
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if (rendermode != render_none && !(titlemapinaction || reloadinggamestate))
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if (rendermode != render_none && !titlemapinaction && !reloadinggamestate)
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F_WipeColorFill(levelfadecol);
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F_WipeColorFill(levelfadecol);
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if (precache || dedicated)
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if (precache || dedicated)
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@ -4237,7 +4236,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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if (!(netgame || multiplayer || demo.playback) && !majormods)
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if (!(netgame || multiplayer || demo.playback) && !majormods)
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mapvisited[gamemap-1] |= MV_VISITED;
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mapvisited[gamemap-1] |= MV_VISITED;
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else if (netgame || multiplayer)
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else if (!demo.playback)
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mapvisited[gamemap-1] |= MV_MP; // you want to record that you've been there this session, but not permanently
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mapvisited[gamemap-1] |= MV_MP; // you want to record that you've been there this session, but not permanently
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G_AddMapToBuffer(gamemap-1);
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G_AddMapToBuffer(gamemap-1);
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@ -4260,7 +4259,9 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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lastmaploaded = gamemap; // HAS to be set after saving!!
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lastmaploaded = gamemap; // HAS to be set after saving!!
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}
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}
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if (grandprixinfo.gp == true)
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if (reloadinggamestate)
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;
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else if (grandprixinfo.gp == true)
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{
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{
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if (grandprixinfo.initalize == true)
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if (grandprixinfo.initalize == true)
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{
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{
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